Charles Vane wrote:Grimrock Litless wrote:This would destroy the ability for people to change roles/job.
Pirate:
+ 15% additional plunder and skirmish gain (generated by game)
When rum is present on board a ship, that ship gains +10% attack
Gains only 4 danger per plunder or skirmish
+ 10% Cost of goods on fleet purchase or manual (2% GB)
Fine with those ^^^
- 10% profit on selling goods fleet or manual (2% GB)
Useless, most pirates don't sell stuff so this counter to his gain is really useless + if the person is to have more ships to do both pirate and merchant, he ain't a pirate anymore.
How about we have it so that its relevent to counter a pirate and not to be retardare.
Like, because he is a pirate so to buy stuff, it cost 20% more.
Raid Ability: Target one player for 4 hours, this player loses +2.5% treasury per plunder and you only gain 3 danger per plunder on that player. 48 hour cool down.
Really op, on a single any merchant with 40 fleets or more, which is quite common, would make him easily lose ships with just 3 foj cast, the point of having money at hand is to stop from losing ship, this makes death to merchants. The 3 danger means that one can attack 6 times and get attacked back once, this only again, makes it hard for merchants to fight back. With 6 attack the target would have lost around 14% of his treasury at hand, and when one have 40 fleets or more, thats just, again retardare.
Thus the need for Naval Officers to protect merchants with their ability, and with the merchants making so much more through their bonuses why not carry more and protect yourself from losses....
You should add a bonus for merchant where party cards give a bonus too.